public void ConvertGameObject_WithFilteredBuildSettings_ConversionDoesntRun()
        {
            var scene = SceneManager.GetActiveScene();
            var go    = CreateGameObject("Test Conversion");

            go.transform.localPosition = new Vector3(1, 2, 3);

            var config = BuildConfiguration.CreateInstance((bs) =>
            {
                bs.hideFlags = HideFlags.HideAndDontSave;
                bs.SetComponent(new ConversionSystemFilterSettings("Unity.Transforms.Hybrid"));
            });

            var conversionSettings = new GameObjectConversionSettings
            {
                DestinationWorld   = World,
                BuildConfiguration = config,
                Systems            = TestWorldSetup.GetDefaultInitSystemsFromEntitiesPackage(WorldSystemFilterFlags.GameObjectConversion).ToList()
            };

            GameObjectConversionUtility.ConvertScene(scene, conversionSettings);

            // We still expect to find an Entity, just with nothing on it, because
            // entities are eagerly created for every GameObject even if no components
            // get converted on them.
            EntitiesAssert.ContainsOnly(m_Manager, EntityMatch.Exact());
        }
        public void ConvertGameObject_HasOnlyTransform_ProducesEntityWithPositionAndRotation()
        {
            var scene = SceneManager.GetActiveScene();
            var go    = CreateGameObject("Test Conversion");

            go.transform.localPosition = new Vector3(1, 2, 3);

            using (var blobAssetStore = new BlobAssetStore())
            {
                var settings = GameObjectConversionSettings.FromWorld(World, blobAssetStore);
                GameObjectConversionUtility.ConvertScene(scene, settings);

                EntitiesAssert.ContainsOnly(m_Manager,
                                            EntityMatch.Exact(
                                                new Translation {
                    Value = new float3(1, 2, 3)
                },
                                                new Rotation {
                    Value = quaternion.identity
                },
                                                new LocalToWorld {
                    Value = go.transform.localToWorldMatrix
                }));
            }
        }
        public void GeneratedAuthoringComponent_ConvertsPrimitiveTypes()
        {
            var go            = CreateGameObject();
            var authoringType = GetAuthoringComponentType <CodeGenTestComponent>();
            var c             = go.AddComponent(authoringType);

            authoringType.GetField(nameof(CodeGenTestComponent.Bool)).SetValue(c, true);
            authoringType.GetField(nameof(CodeGenTestComponent.Int)).SetValue(c, 16);
            authoringType.GetField(nameof(CodeGenTestComponent.Char)).SetValue(c, 'x');
            authoringType.GetField(nameof(CodeGenTestComponent.Enum)).SetValue(c, WorldFlags.Conversion | WorldFlags.Shadow);

            const float floatValue = 42.2f;

            authoringType.GetField(nameof(CodeGenTestComponent.Float)).SetValue(c, floatValue);


            Entity goEntity = default;

            Assert.DoesNotThrow(() => goEntity = GameObjectConversionUtility.ConvertGameObjectHierarchy(go, MakeDefaultSettings()));

            EntitiesAssert.ContainsOnly(m_Manager,
                                        // gameobject created above
                                        EntityMatch.Exact <CodeGenTestComponent>(goEntity, k_RootComponents)
                                        );

            var component = m_Manager.GetComponentData <CodeGenTestComponent>(goEntity);

            Assert.AreEqual(true, component.Bool);
            Assert.AreEqual(16, component.Int);
            Assert.AreEqual(floatValue, component.Float);
            Assert.AreEqual('x', component.Char);
            Assert.AreEqual(WorldFlags.Conversion | WorldFlags.Shadow, component.Enum);
        }
        public void InactiveHierarchyBecomesPartOfLinkedEntityGroupSet()
        {
            var go         = CreateGameObject();
            var child      = CreateGameObject();
            var childChild = CreateGameObject();

            child.SetActive(false);
            go.AddComponent <EntityRefTestDataAuthoring>().Value = child;
            child.transform.parent      = go.transform;
            childChild.transform.parent = child.transform;

            var entity      = ConvertGameObjectHierarchy(go, MakeDefaultSettings());
            var childEntity = m_Manager.GetComponentData <EntityRefTestData>(entity).Value;

            EntitiesAssert.ContainsOnly(m_Manager,
                                        EntityMatch.Exact <EntityRefTestData, LinkedEntityGroup>(k_CommonComponents, entity),
                                        EntityMatch.Exact <Disabled, LinkedEntityGroup>(k_ChildComponents, childEntity),
                                        EntityMatch.Exact <Disabled>                            (k_ChildComponents));

            // Conversion will automatically add a LinkedEntityGroup to all inactive children
            // so that when enabling them, the whole hierarchy will get enabled
            m_Manager.SetEnabled(m_Manager.GetComponentData <EntityRefTestData>(entity).Value, true);

            EntitiesAssert.ContainsOnly(m_Manager,
                                        EntityMatch.Exact <EntityRefTestData, LinkedEntityGroup>(k_CommonComponents, entity),
                                        EntityMatch.Exact <LinkedEntityGroup>(k_ChildComponents, childEntity),
                                        EntityMatch.Exact(k_ChildComponents));
        }
        public void GeneratedAuthoringComponent_WithMultipleReferences_ConvertsOnlyPrefab()
        {
            var go = CreateGameObject();

            var authoringType = GetAuthoringComponentType <CodeGenManagedTestComponent>();
            var c             = go.AddComponent(authoringType);

            authoringType.GetField(nameof(CodeGenManagedTestComponent.Entities)).SetValue(c, new[]
            {
                LoadPrefab("Prefab"),
                null,
                CreateGameObject()
            });

            LogAssert.Expect(LogType.Warning, new Regex(@"GameObject that was not included in the conversion"));
            Entity goEntity = default;

            Assert.DoesNotThrow(() => goEntity = GameObjectConversionUtility.ConvertGameObjectHierarchy(go, MakeDefaultSettings()));
            EntitiesAssert.Contains(m_Manager, EntityMatch.Exact <CodeGenManagedTestComponent>(goEntity, k_RootComponents));

            var prefabEntity = m_Manager.GetComponentData <CodeGenManagedTestComponent>(goEntity).Entities[0];

            EntitiesAssert.ContainsOnly(m_Manager,
                                        // gameobject created above
                                        EntityMatch.Exact <CodeGenManagedTestComponent>(goEntity, k_RootComponents),
                                        // referenced prefab
                                        EntityMatch.Exact <Prefab>(prefabEntity, new MockData(), k_RootComponents)
                                        );
        }
        public void ConvertGameObject_WithFilteredBuildSettings_ConversionDoesntRun()
        {
            var scene = SceneManager.GetActiveScene();
            var go    = CreateGameObject("Test Conversion");

            go.transform.localPosition = new Vector3(1, 2, 3);

            var bs = ScriptableObject.CreateInstance <BuildSettings>();

            bs.hideFlags = HideFlags.HideAndDontSave;

            bs.SetComponent(new ConversionSystemFilterSettings("Unity.Transforms.Hybrid"));

            var settings = new GameObjectConversionSettings
            {
                DestinationWorld = World,
                BuildSettings    = bs
            };

            GameObjectConversionUtility.ConvertScene(scene, settings);

            // We still expect to find an Entity, just with nothing on it, because
            // entities are eagerly created for every GameObject even if no components
            // get converted on them.
            EntitiesAssert.ContainsOnly(m_Manager, EntityMatch.Exact());
        }
        public void ConversionOfStaticGameObject()
        {
            var gameObject = CreateGameObject("", typeof(StaticOptimizeEntity));
            var entity     = ConvertGameObjectHierarchy(gameObject, MakeDefaultSettings());

            EntitiesAssert.ContainsOnly(m_Manager, EntityMatch.Exact <Static, LocalToWorld, LinkedEntityGroup>(entity));
        }
        public void ConversionOfGameObject()
        {
            var gameObject = CreateGameObject();
            var entity     = ConvertGameObjectHierarchy(gameObject, MakeDefaultSettings());

            EntitiesAssert.ContainsOnly(m_Manager, EntityMatch.Exact(entity, k_RootComponents));
        }
        public void ConversionOfPrefabIsEntityPrefab()
        {
            var entity = ConvertGameObjectHierarchy(LoadPrefab("Prefab"), MakeDefaultSettings());

            EntitiesAssert.ContainsOnly(m_Manager,
                                        EntityMatch.Exact <Prefab, MockData>(entity, k_RootComponents));
        }
Beispiel #10
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        public void ConversionIsBuildingForEditor()
        {
            var gameObject = CreateGameObject("", typeof(TestComponentAuthoringIsBuildingForEditor));

            ConvertGameObjectHierarchy(gameObject, MakeDefaultSettings());
            EntitiesAssert.ContainsOnly(m_Manager, EntityMatch.Partial(new IntTestData(1)));
        }
Beispiel #11
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        public void EntitiesCanBeReferencedAcrossConversionRoots()
        {
            var a = CreateGameObject("a", DestructionBy.Test);
            var b = CreateGameObject("b", DestructionBy.Test);

            a.AddConvertAndDestroy();
            b.AddConvertAndDestroy();

            a.AddComponent <EntityRefTestDataAuthoring>().Value = b;
            b.AddComponent <EntityRefTestDataAuthoring>().Value = a;

            AwakeConversion(a, b);

            Entity entityX;
            Entity entityY;

            using (var entities = m_Manager.UniversalQuery.ToEntityArray(Allocator.TempJob))
            {
                entityX = entities[0];
                entityY = entities[1];
            }

            EntitiesAssert.ContainsOnly(m_Manager,
                                        EntityMatch.Exact(new EntityRefTestData {
                Value = entityX
            }, k_CommonComponents),
                                        EntityMatch.Exact(new EntityRefTestData {
                Value = entityY
            }, k_CommonComponents));
        }
Beispiel #12
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        public void ConversionIgnoresMissingMonoBehaviour()
        {
            LogAssert.Expect(LogType.Warning, new Regex("missing"));

            var entity = ConvertGameObjectHierarchy(LoadPrefab("Prefab_MissingMB"), MakeDefaultSettings());

            EntitiesAssert.ContainsOnly(m_Manager, EntityMatch.Any(entity));
        }
Beispiel #13
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        public void PrefabHierarchy_WithStaticOptimizeEntity_ActuallyIsStatic()
        {
            var entity = ConvertGameObjectHierarchy(LoadPrefab("Prefab_Hierarchy_With_StaticOptimizeEntity"), MakeDefaultSettings());

            EntitiesAssert.ContainsOnly(m_Manager,
                                        EntityMatch.Exact <Prefab, Disabled>(entity, k_StaticRootComponents),
                                        EntityMatch.Exact <Prefab, Disabled>(k_StaticComponents));
        }
        public void IncrementalConversionLinkedGroup()
        {
            var conversionFlags = GameObjectConversionUtility.ConversionFlags.GameViewLiveLink | GameObjectConversionUtility.ConversionFlags.AssignName;
            // Parent (LinkedEntityGroup) (2 additional entities)
            // - Child (2 additional entities)
            // All reference parent game object

            var parent = CreateGameObject().AddComponent <EntityRefTestDataAuthoring>();
            var child  = CreateGameObject().AddComponent <EntityRefTestDataAuthoring>();

            child.transform.parent = parent.transform;

            child.name = "child";
            child.AdditionalEntityCount    = 2;
            child.DeclareLinkedEntityGroup = false;
            child.Value = parent.gameObject;

            parent.name = "parent";
            parent.AdditionalEntityCount    = 2;
            parent.DeclareLinkedEntityGroup = true;
            parent.Value = parent.gameObject;

            using (var conversionWorld = GameObjectConversionUtility.ConvertIncrementalInitialize(SceneManager.GetActiveScene(), new GameObjectConversionSettings(World, conversionFlags)))
            {
                Entities.ForEach((ref EntityRefTestData data) =>
                                 StringAssert.StartsWith("parent", m_Manager.GetName(data.Value)));

                var entity = EmptySystem.GetSingletonEntity <LinkedEntityGroup>();

                // Parent (LinkedEntityGroup) (2 additional entities)
                // - Child (1 additional entities)
                // All reference child game object
                child.Value = child.gameObject;
                child.AdditionalEntityCount = 1;
                parent.Value = child.gameObject;
                GameObjectConversionUtility.ConvertIncremental(conversionWorld, new[] { child.gameObject }, conversionFlags);

                EntitiesAssert.ContainsOnly(m_Manager,
                                            EntityMatch.Exact <EntityRefTestData>(entity, k_CommonComponents,
                                                                                  EntityMatch.Component((LinkedEntityGroup[] group) => group.Length == 5)),
                                            EntityMatch.Exact <EntityRefTestData>(k_ChildComponents),
                                            EntityMatch.Exact <EntityRefTestData>(),
                                            EntityMatch.Exact <EntityRefTestData>(),
                                            EntityMatch.Exact <EntityRefTestData>());

                // We expect there to still only be one linked entity group and it should be the same entity as before
                // since it is attached to the primary entity which is not getting destroyed.
                Assert.AreEqual(entity, EmptySystem.GetSingletonEntity <LinkedEntityGroup>());

                Entities.ForEach((ref EntityRefTestData data) =>
                                 StringAssert.StartsWith("child", m_Manager.GetName(data.Value)));

                foreach (var e in m_Manager.GetBuffer <LinkedEntityGroup>(entity).AsNativeArray())
                {
                    Assert.IsTrue(m_Manager.Exists(e.Value));
                }
            }
        }
Beispiel #15
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        public void CreateAdditionalEntity_CreatesAdditionalEntity()
        {
            var go     = CreateGameObject();
            var entity = ConvertGameObjectHierarchy(go, MakeDefaultSettings().WithExtraSystem <CreateAdditionalEntitySystem>());

            EntitiesAssert.ContainsOnly(m_Manager,
                                        EntityMatch.Exact(entity, k_RootComponents),
                                        EntityMatch.Exact(new TestEntityData(0))
                                        );
        }
Beispiel #16
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        public void DisabledBehaviourStripping()
        {
            var gameObject = new GameObject();

            gameObject.AddComponent <MockDataAuthoring>().enabled          = false;
            gameObject.AddComponent <EntityRefTestDataAuthoring>().enabled = false;

            var strippedEntity = ConvertGameObjectHierarchy(gameObject, MakeDefaultSettings());

            EntitiesAssert.ContainsOnly(m_Manager, EntityMatch.Exact(strippedEntity, k_RootComponents));
        }
Beispiel #17
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        public void ConversionOfNullGameObjectReference()
        {
            var go = CreateGameObject();

            go.AddComponent <EntityRefTestDataAuthoring>();

            var entity = ConvertGameObjectHierarchy(go, MakeDefaultSettings());

            EntitiesAssert.ContainsOnly(m_Manager,
                                        EntityMatch.Exact <LocalToWorld, Translation, Rotation, LinkedEntityGroup>(entity, new EntityRefTestData()));
        }
Beispiel #18
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        public void SingleGameObject_RecordsCreatingDstEntity()
        {
            var go = CreateGameObject();

            var entity = GameObjectConversionUtility.ConvertGameObjectHierarchy(go, m_Settings);

            EntitiesAssert.ContainsOnly(m_Manager, EntityMatch.Any(entity));

            Assert.That(m_Events, Has.Length.EqualTo(1));
            Assert.That(m_Events.EventsOfType <Entity>(), Is.EqualTo(new[]
                                                                     { JournalDataDebug.Create(go.GetInstanceID(), entity) }));
        }
Beispiel #19
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        public void DuplicateComponentOnRootGameObject()
        {
            var gameObject = new GameObject();

            gameObject.AddComponent <EntityRefTestDataAuthoring>();
            gameObject.AddComponent <EntityRefTestDataAuthoring>();

            var convertedEntity = ConvertGameObjectHierarchy(gameObject, MakeDefaultSettings());

            EntitiesAssert.ContainsOnly(m_Manager,
                                        EntityMatch.Exact <EntityRefTestData>(convertedEntity, k_RootComponents));
        }
Beispiel #20
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        public void ConvertAndInject_Simple()
        {
            var go0 = CreateGameObject("level0");
            var go1 = CreateGameObject("level1").ParentTo(go0);
            var go2 = CreateGameObject("level2").ParentTo(go1);

            go0.AddConvertAndInject();

            AwakeConversion(go0);

            EntitiesAssert.ContainsOnly(m_Manager,
                                        EntityMatch.Exact(k_CommonComponents, typeof(Transform)));
        }
Beispiel #21
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        public void RedundantGameObjectToEntityConversionAreIgnored()
        {
            var go0 = CreateGameObject("level0", DestructionBy.Test);
            var go1 = CreateGameObject("level1", DestructionBy.Test).ParentTo(go0);

            go0.AddConvertAndDestroy();

            AwakeConversion(go0);

            EntitiesAssert.ContainsOnly(m_Manager,
                                        EntityMatch.Exact(k_CommonComponents),
                                        EntityMatch.Exact(k_ChildComponents));
        }
Beispiel #22
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        public void ConversionOfInactiveStaticGameObject()
        {
            var gameObject = CreateGameObject("", typeof(StaticOptimizeEntity));
            var child      = CreateGameObject("");

            child.transform.parent = gameObject.transform;

            gameObject.SetActive(false);
            var entity = ConvertGameObjectHierarchy(gameObject, MakeDefaultSettings());

            EntitiesAssert.ContainsOnly(m_Manager,
                                        EntityMatch.Exact <Disabled, Static, LocalToWorld, LinkedEntityGroup>(entity),
                                        EntityMatch.Exact <Disabled, Static, LocalToWorld>());
        }
Beispiel #23
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        public void GameObjectReferenceOutsideConvertedGroupWarning()
        {
            LogAssert.Expect(LogType.Warning, new Regex("not included in the conversion"));
            var go = CreateGameObject();

            var notIncluded = CreateGameObject();

            go.AddComponent <EntityRefTestDataAuthoring>().Value = notIncluded;

            var entity = ConvertGameObjectHierarchy(go, MakeDefaultSettings());

            EntitiesAssert.ContainsOnly(m_Manager,
                                        EntityMatch.Exact(entity, new EntityRefTestData(), k_RootComponents));
        }
Beispiel #24
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        public void ConversionOfPrefabSelfReference()
        {
            var go = CreateGameObject();

            go.AddComponent <EntityRefTestDataAuthoring>().Value = LoadPrefab("Prefab_Reference_Self");

            var entity     = ConvertGameObjectHierarchy(go, MakeDefaultSettings());
            var referenced = m_Manager.GetComponentData <EntityRefTestData>(entity).Value;

            EntitiesAssert.ContainsOnly(m_Manager,
                                        EntityMatch.Exact <EntityRefTestData>(entity, k_RootComponents),
                                        EntityMatch.Exact <Prefab, MockData>(referenced, new EntityRefTestData {
                Value = referenced
            }, k_RootComponents));
        }
Beispiel #25
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        public void ConversionOfComponentDataProxy()
        {
            var gameObject = CreateGameObject();

            gameObject.AddComponent <EcsTestProxy>().Value = new EcsTestData(5);

            var entity = ConvertGameObjectHierarchy(gameObject, MakeDefaultSettings());

            EntitiesAssert.ContainsOnly(m_Manager,
                                        // this is the converted gameobject we created above
                                        EntityMatch.Exact(entity, new EcsTestData(5), k_RootComponents),
                                        // ComponentDataProxyBase requires GameObjectEntity which creates this redundant Entity into the destination world from its OnEnable
                                        // TODO: is this ^^ behavior right?
                                        EntityMatch.Exact <EcsTestData, Transform>());
        }
        public async Task <IEnumerable <EntityMatch> > MatchUnitData(int unitId, int[] ids)
        {
            var externalUnits = await _externalDataService.GetExternalUnitData(unitId);

            var externalUnitsMapped = _mapper.Map <IEnumerable <ExternalData> >(externalUnits);
            var internalUnits       = await _unitService.SearchUnits(new commonContracts.SearchQueryUnit {
                UnitIds = ids.ToList()
            });

            var factorRank  = 10.0 / 2.0;
            var matchedData = new List <EntityMatch>();

            foreach (var unit in internalUnits)
            {
                var bestFactor  = 0.0;
                var bestMatch   = new ExternalData();
                var matchEntity = new EntityMatch()
                {
                    EntityId  = unit.Id,
                    EntityMap = EntityType.Unit.ToString(),
                };
                foreach (var externalEmployee in externalUnitsMapped)
                {
                    var factor = 0.0;
                    if (externalEmployee.DataSet.Any(x => x.Value.Contains(unit.Name)))
                    {
                        factor += factorRank;
                    }
                    if (!string.IsNullOrWhiteSpace(unit.BusinessOrganizationNumber) && externalEmployee.DataSet.Any(x => x.Value.Contains(unit.BusinessOrganizationNumber)))
                    {
                        factor += factorRank;
                    }

                    if (factor > bestFactor)
                    {
                        bestFactor = factor;
                        bestMatch  = externalEmployee;
                    }
                }
                if (bestFactor != 0)
                {
                    matchEntity.ExternalData = bestMatch;
                    matchEntity.MatchFactor  = bestFactor;
                }
                matchedData.Add(matchEntity);
            }
            return(matchedData);
        }
Beispiel #27
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        public void InactiveConversion()
        {
            var gameObject = CreateGameObject();
            var child      = CreateGameObject();

            child.transform.parent = gameObject.transform;
            gameObject.gameObject.SetActive(false);

            var entity = ConvertGameObjectHierarchy(gameObject, MakeDefaultSettings());

            EntitiesAssert.ContainsOnly(m_Manager,
                                        EntityMatch.Exact <Disabled>(entity, k_RootComponents),
                                        EntityMatch.Exact <Disabled>(k_ChildComponents));

            Assert.That(Entities.WithAll <Translation>().ToEntityQuery().CalculateEntityCount(), Is.Zero);
        }
        public void GeneratedAuthoringComponent_WithNullReference_DoesNotThrow()
        {
            var go = CreateGameObject();

            go.AddComponent(GetAuthoringComponentType <CodeGenTestComponent>());

            Entity goEntity = default;

            Assert.DoesNotThrow(() => goEntity = GameObjectConversionUtility.ConvertGameObjectHierarchy(go, MakeDefaultSettings()));

            EntitiesAssert.ContainsOnly(m_Manager,
                                        EntityMatch.Exact <CodeGenTestComponent>(goEntity, k_RootComponents)
                                        );

            Assert.AreEqual(Entity.Null, m_Manager.GetComponentData <CodeGenTestComponent>(goEntity).Entity);
        }
Beispiel #29
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        public void StopGameObjectToEntityConversion()
        {
            var go0 = CreateGameObject("level0", DestructionBy.Test);
            var go1 = CreateGameObject("level1").ParentTo(go0);
            var go2 = CreateGameObject("level2").ParentTo(go1);

            go0.AddConvertAndDestroy();
            go1.AddStopConvert();
            go2.AddConvertAndDestroy();

            AwakeConversion(go0);

            LogAssert.Expect(LogType.Warning, new Regex("ConvertToEntity will be ignored because of a StopConvertToEntity higher in the hierarchy"));

            EntitiesAssert.ContainsOnly(m_Manager,
                                        EntityMatch.Exact(k_CommonComponents));
        }
Beispiel #30
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        public void DestroyEntity_WithInstantiatedPrefabHierarchy_DestroysEntireHierarchy()
        {
            var entity   = ConvertGameObjectHierarchy(LoadPrefab("Prefab_Hierarchy"), MakeDefaultSettings());
            var instance = m_Manager.Instantiate(entity);

            EntitiesAssert.ContainsOnly(m_Manager,
                                        EntityMatch.Exact <Prefab>(new MockData(100), k_RootComponents, entity),
                                        EntityMatch.Exact <Prefab>(new MockData(101), k_ChildComponents),
                                        EntityMatch.Exact(new MockData(100), k_RootComponents, instance),
                                        EntityMatch.Exact(new MockData(101), k_ChildComponents));

            m_Manager.DestroyEntity(instance);

            EntitiesAssert.ContainsOnly(m_Manager,
                                        EntityMatch.Exact <Prefab>(new MockData(100), k_RootComponents, entity),
                                        EntityMatch.Exact <Prefab>(new MockData(101), k_ChildComponents));
        }